Singapore DeathStar Trench Run on the 24.02.2013

By fbstr, in X-Wing Battle Reports

On the 24th February 2013 the first DeathStar Trench Run took place at Gamersaurus Rex according to these rules:
http://x-wing.beckerf.de/DeathStar_Trench_Run_Singapore_V.1.2.pdf

4 players fighted the epic game over 3 hours with a surprising result.

Turn1
According to the rules 1 Imp squad was already setup on gaming area simulating the patroling unit.
TrenchRun_SG_GR_02_2013_01_Setup.jpg

The X-Wing squad on the right side faced immediately the patrol:
TrenchRun_SG_GR_02_2013_02_Turn1_AfterMo

But only the 2 Ties near the Trench were immediately destroyed:
TrenchRun_SG_GR_02_2013_03_Turn1_AfterAt

Turn2
Now the 2nd Tie Squad was arriving including the replacement of the 2 destroyed Ties:
TrenchRun_SG_GR_02_2013_04_Turn2_BeforeM

Several Rebels now in the position to enter the Trench in the next round:
TrenchRun_SG_GR_02_2013_05_Turn2_AfterMo

One X-Wing on the left side could be destroyed:
TrenchRun_SG_GR_02_2013_06_Turn2_AfterAt

Turn3
The third Tie Squadron arrived:
TrenchRun_SG_GR_02_2013_07_Turn3_BeforeM

The Rebels are in the Trench! One Y-Wing is followed by 2 X-Wings:
TrenchRun_SG_GR_02_2013_08_Turn3_AfterMo

2 Ties were destroyed in Turn3:
TrenchRun_SG_GR_02_2013_09_Turn3_AfterAt

No Imp could following into the Trench, the Y-Wing is 2 sections before the exhaust port:
TrenchRun_SG_GR_02_2013_10_Turn3_Trench.

Turn4
The Ties are preparing to follow the Rebels into the Trench:
TrenchRun_SG_GR_02_2013_11_Turn4_BeforeM

While Darth Vader is arriving with Mauler and Backstabber:
TrenchRun_SG_GR_02_2013_12_Turn4_AfterMo

Only 1 section to go for the Y-Wing and 2 "Stay on target" collected. That would mean 3 dices to roll for the Rebels:
TrenchRun_SG_GR_02_2013_13_Turn4_TrenchI

But luckily the 2 Ties could clean up the situation:
TrenchRun_SG_GR_02_2013_14_Turn4_TrenchC

Turn5
After Darth Vader was activated in the last Turn now the Imps will have a surprise:
TrenchRun_SG_GR_02_2013_15_Turn5_BeforeM

The Falcon is arriving:
TrenchRun_SG_GR_02_2013_16_FalconIsComin

and immediatly able to support the ships in the Trench:
TrenchRun_SG_GR_02_2013_17_Turn5_AfterMo

In the Trench 2 pilots are preparing for the final shot. A Red Squadron Pilot and behind him Luke:
TrenchRun_SG_GR_02_2013_18_Turn5_AfterAt

Followed by 3 Ties entering the Trench:
TrenchRun_SG_GR_02_2013_19_Turn5_TrenchI

Turn6
The Falcon couldn't stay over the Trench to support the rebels:
TrenchRun_SG_GR_02_2013_20_Turn6_AfterMo

The 2 X-Wing behind the Red Squadron Pilot could eliminate 2 Ties, so he could shoot at first:
TrenchRun_SG_GR_02_2013_21_RedSquadronPi

Using the Proton Torpedos he could convert a Focus to a Critical Hit which was neccessary.

The Imp defense couldn't evade the attack and the DeathStar was destroyed in Turn6.
(on the pic you see 3 blank dices, but there was 1 Evade - but not enough to cancel the CritHit)
And a look on the Android showed R5-D8.

TrenchRun_SG_GR_02_2013_22_ItsPorkins.jp

Jek Porkins did it!
reir

Remark: Not sure why, but the pics are cutted on the right side. It seems the width is limited even the edit mode shows the pic correctly. You can see the pics also on BGG and AFM forums.

How did you make you play table?

Chris

chrisrivers said:

How did you make you play table?

Chris

Looks like they used the Warscapes pdf mounted on cardboard or thin foamcore. I'm not sure about the turrets, they are very nice.

Printed surface material pasted to foamcore or hard board is an easy way to go. I adhered my printed pages to hard board so that I woulkd not have warping issues later. My table is 4'6" x 8' and cost about $40 total, not including the dozen Combat Wombat resin turrets.

IMG_5226.jpg

The scenario we have been using has a stack limit in the trench (we are removing this however). I like that your rules do not include any suck stack limit. I do not care for the stack limit within sections though. The rules we have been using does have an entry point where the Rebel ships must eneter and start their trench run, that way you cannot simply drop in shoot and escape in 1 turn. You should force a trench run for about 1/2 to 2/3 of your table length. Your game looks good and cudos on putting all the work in on your scenario, we just borrowed ours and modified to fit the group.

Y-Wings were very prevelant in our games also, hardly ever an X-wing is seen! This game had one lone xowing and all y-wings!

20121209_153237.jpg

I borrowed heavily from the other trench run posted here quite a while ago, which had ships trying to collect tokens as they passed from zone to zone, which will give them more dices and hence a higher chance of landing a critical hit on the exhaust port. Plus, the zones are measured against the ruler (distance between zones is about forward 3.5 long) so ships above the trench can actually zoom ahead then swoop in to catch up. You can enter at the head of the trench and fire the torps at the exhaust port straightaway, but with 1-2 attack dice against 3 defense dice and needing a crit to get through on top of that, nah i do not think there is much of a chance at all, plus you will subsequently get ripped apart by 2 turrets there, so while do-able, you would ideally still want to do a longer run to rack up the tokens and all, but if you are running out of turns or ships you could opt for the 1-2 dice spams and hope for the best

EDIT: we have a total of 6 zones. at the last zone you have to spend your action to get a target lock against the port, so no extra tokens. this means that if you want a good shot at it, yet want to have a good chance of surviving the trench run, you would aim to have around 3-4 tokens, which means zone 4-5, which is 2/3 to 3/3 of the battlefield (aka table length?). plus, we have TIEs entering the game later, so having them start from the end of the trench and trying to catch up with the rebels isnt going to work, they need to be able to enter at sections nearer towards the port

Great report, and looks like an excellent event!